meta: Don't use integer handles for shaders or programs.
[mesa.git] / src / mesa / drivers / common / meta_generate_mipmap.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33 #include "main/arrayobj.h"
34 #include "main/buffers.h"
35 #include "main/enums.h"
36 #include "main/enable.h"
37 #include "main/fbobject.h"
38 #include "main/framebuffer.h"
39 #include "main/macros.h"
40 #include "main/mipmap.h"
41 #include "main/teximage.h"
42 #include "main/texobj.h"
43 #include "main/texparam.h"
44 #include "main/varray.h"
45 #include "main/viewport.h"
46 #include "drivers/common/meta.h"
47 #include "program/prog_instruction.h"
48
49
50 /**
51 * Check if the call to _mesa_meta_GenerateMipmap() will require a
52 * software fallback. The fallback path will require that the texture
53 * images are mapped.
54 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
55 */
56 static bool
57 fallback_required(struct gl_context *ctx, GLenum target,
58 struct gl_texture_object *texObj)
59 {
60 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
61 struct gl_texture_image *baseImage;
62 GLuint srcLevel;
63 GLenum status;
64
65 /* check for fallbacks */
66 if (target == GL_TEXTURE_3D) {
67 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
68 "glGenerateMipmap() to %s target\n",
69 _mesa_enum_to_string(target));
70 return true;
71 }
72
73 srcLevel = texObj->BaseLevel;
74 baseImage = _mesa_select_tex_image(texObj, target, srcLevel);
75 if (!baseImage) {
76 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
77 "glGenerateMipmap() couldn't find base teximage\n");
78 return true;
79 }
80
81 if (_mesa_is_format_compressed(baseImage->TexFormat)) {
82 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
83 "glGenerateMipmap() with %s format\n",
84 _mesa_get_format_name(baseImage->TexFormat));
85 return true;
86 }
87
88 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
89 !ctx->Extensions.EXT_texture_sRGB_decode) {
90 /* The texture format is sRGB but we can't turn off sRGB->linear
91 * texture sample conversion. So we won't be able to generate the
92 * right colors when rendering. Need to use a fallback.
93 */
94 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
95 "glGenerateMipmap() of sRGB texture without "
96 "sRGB decode\n");
97 return true;
98 }
99
100 /*
101 * Test that we can actually render in the texture's format.
102 */
103 if (mipmap->fb == NULL) {
104 mipmap->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
105 if (mipmap->fb == NULL) {
106 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
107 "glGenerateMipmap() ran out of memory\n");
108 return true;
109 }
110 }
111
112 _mesa_meta_framebuffer_texture_image(ctx, mipmap->fb,
113 GL_COLOR_ATTACHMENT0, baseImage, 0);
114
115 status = _mesa_check_framebuffer_status(ctx, mipmap->fb);
116 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
117 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
118 "glGenerateMipmap() got incomplete FBO\n");
119 return true;
120 }
121
122 return false;
123 }
124
125 void
126 _mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
127 struct gen_mipmap_state *mipmap)
128 {
129 if (mipmap->VAO == 0)
130 return;
131 _mesa_DeleteVertexArrays(1, &mipmap->VAO);
132 mipmap->VAO = 0;
133 _mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
134 _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
135 _mesa_reference_framebuffer(&mipmap->fb, NULL);
136
137 _mesa_meta_blit_shader_table_cleanup(ctx, &mipmap->shaders);
138 }
139
140 static GLboolean
141 prepare_mipmap_level(struct gl_context *ctx,
142 struct gl_texture_object *texObj, GLuint level,
143 GLsizei width, GLsizei height, GLsizei depth,
144 GLenum intFormat, mesa_format format)
145 {
146 if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
147 /* Work around Mesa expecting the number of array slices in "height". */
148 height = depth;
149 depth = 1;
150 }
151
152 return _mesa_prepare_mipmap_level(ctx, texObj, level, width, height, depth,
153 0, intFormat, format);
154 }
155
156 /**
157 * Called via ctx->Driver.GenerateMipmap()
158 * Note: We don't yet support 3D textures, or texture borders.
159 */
160 void
161 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
162 struct gl_texture_object *texObj)
163 {
164 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
165 struct vertex verts[4];
166 const GLuint baseLevel = texObj->BaseLevel;
167 const GLuint maxLevel = texObj->MaxLevel;
168 const GLint maxLevelSave = texObj->MaxLevel;
169 const GLboolean genMipmapSave = texObj->GenerateMipmap;
170 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
171 ctx->Extensions.ARB_fragment_shader;
172 GLenum faceTarget;
173 GLuint dstLevel;
174 struct gl_sampler_object *samp_obj_save = NULL;
175 GLint swizzle[4];
176 GLboolean swizzleSaved = GL_FALSE;
177
178 /* GLint so the compiler won't complain about type signedness mismatch in
179 * the calls to _mesa_texture_parameteriv below.
180 */
181 static const GLint always_false = GL_FALSE;
182 static const GLint always_true = GL_TRUE;
183
184 if (fallback_required(ctx, target, texObj)) {
185 _mesa_generate_mipmap(ctx, target, texObj);
186 return;
187 }
188
189 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
190 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
191 faceTarget = target;
192 target = GL_TEXTURE_CUBE_MAP;
193 } else {
194 faceTarget = target;
195 }
196
197 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
198
199 /* Choose between glsl version and fixed function version of
200 * GenerateMipmap function.
201 */
202 if (use_glsl_version) {
203 _mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->buf_obj, true,
204 2, 4, 0);
205 _mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
206 } else {
207 _mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->buf_obj, 3);
208 _mesa_set_enable(ctx, target, GL_TRUE);
209 }
210
211 _mesa_reference_sampler_object(ctx, &samp_obj_save,
212 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
213
214 /* We may have been called from glGenerateTextureMipmap with CurrentUnit
215 * still set to 0, so we don't know when we can skip binding the texture.
216 * Assume that _mesa_BindTexture will be fast if we're rebinding the same
217 * texture.
218 */
219 _mesa_BindTexture(target, texObj->Name);
220
221 if (mipmap->samp_obj == NULL) {
222 mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
223 if (mipmap->samp_obj == NULL) {
224 /* This is a bit lazy. Flag out of memory, and then don't bother to
225 * clean up. Once out of memory is flagged, the only realistic next
226 * move is to destroy the context. That will trigger all the right
227 * clean up.
228 */
229 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
230 return;
231 }
232
233 _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
234 GL_LINEAR);
235 _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
236 GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
237
238 /* We don't want to encode or decode sRGB values; treat them as linear. */
239 _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
240 }
241
242 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
243
244 assert(mipmap->fb != NULL);
245 _mesa_bind_framebuffers(ctx, mipmap->fb, mipmap->fb);
246
247 _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_false, false);
248
249 if (texObj->_Swizzle != SWIZZLE_NOOP) {
250 static const GLint swizzleNoop[4] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
251 memcpy(swizzle, texObj->Swizzle, sizeof(swizzle));
252 swizzleSaved = GL_TRUE;
253 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA,
254 swizzleNoop, false);
255 }
256
257 /* Silence valgrind warnings about reading uninitialized stack. */
258 memset(verts, 0, sizeof(verts));
259
260 /* setup vertex positions */
261 verts[0].x = -1.0F;
262 verts[0].y = -1.0F;
263 verts[1].x = 1.0F;
264 verts[1].y = -1.0F;
265 verts[2].x = 1.0F;
266 verts[2].y = 1.0F;
267 verts[3].x = -1.0F;
268 verts[3].y = 1.0F;
269
270 /* texture is already locked, unlock now */
271 _mesa_unlock_texture(ctx, texObj);
272
273 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
274 const struct gl_texture_image *srcImage;
275 struct gl_texture_image *dstImage;
276 const GLuint srcLevel = dstLevel - 1;
277 GLuint layer;
278 GLsizei srcWidth, srcHeight, srcDepth;
279 GLsizei dstWidth, dstHeight, dstDepth;
280
281 srcImage = _mesa_select_tex_image(texObj, faceTarget, srcLevel);
282 assert(srcImage->Border == 0);
283
284 /* src size */
285 srcWidth = srcImage->Width;
286 if (target == GL_TEXTURE_1D_ARRAY) {
287 srcHeight = 1;
288 srcDepth = srcImage->Height;
289 } else {
290 srcHeight = srcImage->Height;
291 srcDepth = srcImage->Depth;
292 }
293
294 /* new dst size */
295 dstWidth = minify(srcWidth, 1);
296 dstHeight = minify(srcHeight, 1);
297 dstDepth = target == GL_TEXTURE_3D ? minify(srcDepth, 1) : srcDepth;
298
299 if (dstWidth == srcWidth &&
300 dstHeight == srcHeight &&
301 dstDepth == srcDepth) {
302 /* all done */
303 break;
304 }
305
306 /* Allocate storage for the destination mipmap image(s) */
307
308 /* Set MaxLevel large enough to hold the new level when we allocate it */
309 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
310 (GLint *) &dstLevel, false);
311
312 if (!prepare_mipmap_level(ctx, texObj, dstLevel,
313 dstWidth, dstHeight, dstDepth,
314 srcImage->InternalFormat,
315 srcImage->TexFormat)) {
316 /* All done. We either ran out of memory or we would go beyond the
317 * last valid level of an immutable texture if we continued.
318 */
319 break;
320 }
321 dstImage = _mesa_select_tex_image(texObj, faceTarget, dstLevel);
322
323 /* limit minification to src level */
324 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
325 (GLint *) &srcLevel, false);
326
327 /* setup viewport */
328 _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
329 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
330
331 for (layer = 0; layer < dstDepth; ++layer) {
332 /* Setup texture coordinates */
333 _mesa_meta_setup_texture_coords(faceTarget,
334 layer,
335 0, 0, /* xoffset, yoffset */
336 srcWidth, srcHeight, /* img size */
337 srcWidth, srcHeight, srcDepth,
338 verts[0].tex,
339 verts[1].tex,
340 verts[2].tex,
341 verts[3].tex);
342
343 /* upload vertex data */
344 _mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
345 GL_DYNAMIC_DRAW, __func__);
346
347 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
348 GL_COLOR_ATTACHMENT0, dstImage,
349 layer);
350
351 /* sanity check */
352 if (_mesa_check_framebuffer_status(ctx, ctx->DrawBuffer) !=
353 GL_FRAMEBUFFER_COMPLETE) {
354 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
355 "_mesa_meta_GenerateMipmap()");
356 break;
357 }
358
359 assert(dstWidth == ctx->DrawBuffer->Width);
360 if (target == GL_TEXTURE_1D_ARRAY) {
361 assert(dstHeight == 1);
362 } else {
363 assert(dstHeight == ctx->DrawBuffer->Height);
364 }
365
366 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
367 }
368 }
369
370 _mesa_lock_texture(ctx, texObj); /* relock */
371
372 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
373 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
374
375 _mesa_meta_end(ctx);
376
377 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, &maxLevelSave,
378 false);
379 if (genMipmapSave)
380 _mesa_texture_parameteriv(ctx, texObj, GL_GENERATE_MIPMAP, &always_true,
381 false);
382 if (swizzleSaved)
383 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_SWIZZLE_RGBA, swizzle,
384 false);
385 }